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ElDorado
- Ball saver will be activated once out of 5 completed JADE rollovers (random), other 4 completition gives various scores
- Fixed a bug where the Multiball started with 3 balls instantly instead of 2.
- Multiball starting were balanced: the idol stays open longer at start, but the light lock targets need to be hit once more after every ended multiball (max 5)

Shaman
- Right sinkhole is more accessible
- Spindisks are now actually working
- Fixed an issue where a CAST hole hit gave 2 letters at a time
- Balanced the CAST ball saver award to give ball save 2 times out of 6 completition (random), the rest gives 100K

Tesla
- Main mode about to start is now random with every start of the game.
- Next main mode will be automatically chosen after completing one.
- Main mode starter minigame is a bit easier
- Multiball jackpots are balanced, higher jackpots at start but they reset with every start of the multiball
- The spinner holds the ball for a shorter time now and gives ball saver after 100K points made with it, raises a bit after every activation

V12
- The table is globally now more accessible, easier to hit lanes

Sorcerer's Lair
- The ball that drains through the left outlane right after hitting a bumper will be saved
- Bones main mode is easier to complete
- Right loop hit corrected so the ball will go around as it should
- Fixed a bug where the table couldn't nudged for couple of seconds after a cellar mode
- Collecting obsidians balanced: they will reset after the second time the table gets completed (finished Midnight mode) to prevent exploiting their bonus

Biolab
- Fixed various bugs:
- Extra-tilt warning (Mutation reward) doesnt work on FX3 (this reward gives normally 3 nudges before tilt on FX2).
- Mini-bug (on FX2 too) : Super skillshot (double skillshot) gives no points when a ball is locked in the tubular.
- Mini-bug (on FX2 too) : when a creature is born (after 3 tuchs) the dmd shows the message "and now for the genetic sequencing" and if the ball is in the jar in the same time to start a mission, we cant see the chosen mission (hidden by the message).
- Precision on the bug activation of Wheel multiball during the Reflex upgrade : the wheel multiball can be activated doing 4x combos, so when we do it on the Reflex upgrade, that starts a multiball.
- Bug with the activation of wheel in motion multiball during the Reflexes ugrade.

Pasha
- Ball saver timer in Wizard mode shortened

Rome
- Fixed a bug where after launching the ball on Justice mini-game the flippers didn't work anymore and the ball got lost
- Romulus Jackpot score balanced to match other scores of the table

Marvel: Civil War
- Hitting the lanes are smoother
- Fixed a score exploit what could occur shooting the right sinkhole enough times, score capped at 1M instead of 4M

Marvel: Captain America
- Main mode completition scores splitted to make them available during the mode with progressing shots

Star Wars: Droids
- Main mode starting is a bit easier

Star Wars: Episode IV A new hope
- Death Star multiball starting balanced, needs more and more bumper hits after every start
- Death Star multiball jackpot exploit prevented with a diverter on the jackpot ramps

Star Wars: Episode V The Empire Strikes Back
- Main mode scores got balanced (raised)
- Scene 6 can be selected from the beginning
- Fixed a bug where the end of ball bonus scores did not reset after TILT
- Cloud City multiball can be started easier at first, gets harder with further starts

Star Wars: Rogue One
- Wizard mode scores balanced a bit, scoop won't give the ball back always to the right arm to prevent exploiting

Skyrim Pinball
- Starting of the Dovahkiin Multiball got balanced. The lit locks won't disappear after locking a ball, but it demands more hits to light them after the first and second start of the multiball.
- Refined the working of flashig lights by default

Doom Pinball
- Fixed a bug where the mini playfield gave too high score.

A pinball builder, like mario maker

Maybe in pinball fx4 you can focus on making the best pinball creator so us players could design and post online our creations and then maybe you guys could pick your favorites and tweak them and add licensing and custom sounds. I would do it just for swag and recognition, I mean assuming I could even make anything that was worthy of recognition. Yes, I know it would be a major undertaking, but imagine how amazing it could be If you could pull it off. Must I put in the word water every time I post? Ive posted 4 times I think and had the same, "random" question appear. Im thinking a bot could eventually figure it out.

Sorry but did I read correctly, are you seriously considering lowering, NIVELLING DOWN ROMULUS JACKPOT ??? Come on ! This is the jewel of the table, the sequence is so hard to perform, the reward is completely deserved ! Being a huge fan of the table, I'm telling you : if you do that, you will just KILL this table. It would be a shame ! Don't do that please !

Sorry but did I read correctly, are you seriously considering lowering, NIVELLING DOWN ROMULUS JACKPOT ??? Come on ! This is the jewel of the table, the sequence is so hard to perform, the reward is completely deserved ! Being a huge fan of the table, I'm telling you : if you do that, you will just KILL this table. It would be a shame ! Don't do that please !

It is easy enough to start the mode and the 100+M is ridiculously high compared to other scores on the table. You wont lose anything, everyone will get the same scores and the table's scores will be more balanced. It was faulty since the release of the table that needed to be corrected.

It is easy enough to start the mode and the 100+M is ridiculously high compared to other scores on the table. You wont lose anything, everyone will get the same scores and the table's scores will be more balanced. It was faulty since the release of the table that needed to be corrected.

I always thought it had been designed that way purposefully, wasn't it ? My guess is a lot of care was put into PFX2 core tables at the time the game was released. Romulus 100M+ jackpot always seemed fair to me, I would never have regarded it as a mistake. What does Tamas Stephen say about this ?

There will be detailed audio options in PFX3 so you can separately set the level of music, voiceovers, sfx, physical sfx and overall volume.

I was hoping for this option since the original game. Some tables I wanted to adjust the voices, some the fx, some music,...
So with this you are solving half of the issue. Now you have to, like others mentioned, seperate the option for each table.
Each table is a game on its own basically. Imagine you'd have to have same settings for every game you play and only be able to adjust them for all at once.

It's nice to hear about all the work you're putting into PFX3, though I am quite shocked at you lowering the difficulty on things on so many tables.
Yes, some are warranted. Several holes and targets (mostly very low ones on the sides) are extremely hard to hit. Though I never complain about such things, I can understand any fix like that. But you guys should not overthink things and fix too much.
I can't comment on all the fixes...it takes a while before you make a trip around all the tables so remembering everything can be hard, but also makes it great, because every table always stays fresh...but here are a few that just don't make sense to me.

Selection of, yes it's hard(ish), but so what?
Wild West Rampage
- Multiplier targets are easier to hit
*Many tables have difficult multiplier rasing. Many have easy raising. Diversity is ok.
- 1 Duel win instead of 3 and 5-way combo instead of 10 needed for light extraballs
*It's wild west. I'm pretty sure things were hard back then. Why then make things easier for us???
Paranormal
- Vertical mini playfield easier to play
*It's a skill challenge. You don't make a challenge easier because some people find it too much.
Marvel: Spider-Man
- Right sinkhole is more accessible now
*OK, can be tricky, but still, so what?
Star Wars: Droids
- Main mode starting is a bit easier
*This one I remember the least, but you guys are really making me sad with simplifying things.
Marvel: Doctor Strange
- Starting main modes are a bit easier
*He had quite a rough time starting off, why do we get a break??

Selection of, what are you doing??, it's not hard at all!
With these the only conclusion I can think off, you are listening to people who haven't taken the time to really play the tables. Which is a wide spread problem in the industry.
Sorcerer's Lair
- Bones main mode is easier to complete
*Saying it needs to be made easier is just ridiculous. It's not hard at all. Sure, before I really got to play the table I failed it several times. Now, I can't imagine not finishing it unless I really had some bad luck.
Excalibur
- Easier to hit the cross ramp
*It is so easy to hit I don't understand how it will be even easier??
Marvel: Iron Man
- Main modes can be started easier
- Lanes can be hit a bit easier
- Locker drop target is now more forgiving when hit

OK, I guess I remember most of them well.
I really cannot understand the above fixes.
If I had to pick the 3 most unneeded fixes you are making, because non of them is actually hard to do, I guess I'd pick:
#1
Excalibur
- Easier to hit the cross ramp
#2
Sorcerer's Lair
- Bones main mode is easier to complete
#3
Can't decide on the third one. All the ones with the word "easier" in them just make my head spin.

Not everything needs to be easy, it's ok if some things are hard. People just need to put some effort in.
And I am no pro. My scores are nothing special. Sure, I'm better than an average player, like in every game I play, but I never challenge the best people. Mostly because I don't feel like putting all my time into 1 game and rather play a wide selection of them.
If your changes were for something so hard only the best players could do, OK I guess, go fix them. But you are changing things that are fine and average players can do just fine.

I know this post wont make a difference, but I had to say it to at least have peace of mind as I did something, seeing one of my favourite games is "under attack".

All the other fixes seem reasonable, because as you wrote, you're actually fixing a problem.
But none of the ones I mentioned are problems.

I was hoping for this option since the original game. Some tables I wanted to adjust the voices, some the fx, some music,...
So with this you are solving half of the issue. Now you have to, like others mentioned, seperate the option for each table.
Each table is a game on its own basically. Imagine you'd have to have same settings for every game you play and only be able to adjust them for all at once.

It's nice to hear about all the work you're putting into PFX3, though I am quite shocked at you lowering the difficulty on things on so many tables.
Yes, some are warranted. Several holes and targets (mostly very low ones on the sides) are extremely hard to hit. Though I never complain about such things, I can understand any fix like that. But you guys should not overthink things and fix too much.
I can't comment on all the fixes...it takes a while before you make a trip around all the tables so remembering everything can be hard, but also makes it great, because every table always stays fresh...but here are a few that just don't make sense to me.

Selection of, yes it's hard(ish), but so what?
Wild West Rampage
- Multiplier targets are easier to hit
*Many tables have difficult multiplier rasing. Many have easy raising. Diversity is ok.
- 1 Duel win instead of 3 and 5-way combo instead of 10 needed for light extraballs
*It's wild west. I'm pretty sure things were hard back then. Why then make things easier for us???
Paranormal
- Vertical mini playfield easier to play
*It's a skill challenge. You don't make a challenge easier because some people find it too much.
Marvel: Spider-Man
- Right sinkhole is more accessible now
*OK, can be tricky, but still, so what?
Star Wars: Droids
- Main mode starting is a bit easier
*This one I remember the least, but you guys are really making me sad with simplifying things.
Marvel: Doctor Strange
- Starting main modes are a bit easier
*He had quite a rough time starting off, why do we get a break??

Selection of, what are you doing??, it's not hard at all!
With these the only conclusion I can think off, you are listening to people who haven't taken the time to really play the tables. Which is a wide spread problem in the industry.
Sorcerer's Lair
- Bones main mode is easier to complete
*Saying it needs to be made easier is just ridiculous. It's not hard at all. Sure, before I really got to play the table I failed it several times. Now, I can't imagine not finishing it unless I really had some bad luck.
Excalibur
- Easier to hit the cross ramp
*It is so easy to hit I don't understand how it will be even easier??
Marvel: Iron Man
- Main modes can be started easier
- Lanes can be hit a bit easier
- Locker drop target is now more forgiving when hit

OK, I guess I remember most of them well.
I really cannot understand the above fixes.
If I had to pick the 3 most unneeded fixes you are making, because non of them is actually hard to do, I guess I'd pick:
#1
Excalibur
- Easier to hit the cross ramp
#2
Sorcerer's Lair
- Bones main mode is easier to complete
#3
Can't decide on the third one. All the ones with the word "easier" in them just make my head spin.

Not everything needs to be easy, it's ok if some things are hard. People just need to put some effort in.
And I am no pro. My scores are nothing special. Sure, I'm better than an average player, like in every game I play, but I never challenge the best people. Mostly because I don't feel like putting all my time into 1 game and rather play a wide selection of them.
If your changes were for something so hard only the best players could do, OK I guess, go fix them. But you are changing things that are fine and average players can do just fine.

I know this post wont make a difference, but I had to say it to at least have peace of mind as I did something, seeing one of my favourite games is "under attack".

All the other fixes seem reasonable, because as you wrote, you're actually fixing a problem.
But none of the ones I mentioned are problems.

Don't worry. These "easier" things are very-very tiny changes. We just wanted to lower the frustration factor so you don't want to throw your controller into the display when you miss a shot for the 10th time. Believe me when I say the tables won't be easier to play in general just less frustrating, more smooth.

The Bones mode on Sorcerers Lair on Xbox one and Windows 10 was ridiculously hard. It was much easier on the earlier xbox and PS3, cause the right orbit did not working correctly. Excellent.
Does this mean that the modes that were balanced, like Paranormal jackpot that there is a limit so you can't just spam that for a high score? And similar for the other tables that were balanced.
Thanks for all the work. Really looking forward to all the changes.

Any way you could keep the camera views consistant with numbered options across all tables? When I set my veiw to #4 on Spider-man table, I expect to see that same aspect & view when I select #4 on Deadpool table. thanks.

Any way you could keep the camera views consistant with numbered options across all tables? When I set my veiw to #4 on Spider-man table, I expect to see that same aspect & view when I select #4 on Deadpool table. thanks.

Any way you could keep the camera views consistant with numbered options across all tables? When I set my veiw to #4 on Spider-man table, I expect to see that same aspect & view when I select #4 on Deadpool table. thanks.

YESSSSS... always thought I was doing something wrong because they weren't all uniform!

No extra ball?

In highest score with one ball mode. I believe one should be allowed to score extra balls since you are technically still on your first ball and achieving an extra ball takes skill and if its a table where scoring an extra ball is easy its still a level playing field. Consider it please.

Amazing

I am blown away with these enhancements to your classic tables!

Zen, I was skeptical. I figured FX3 was just an "upgrade" with better graphics. Turns out I was wrong. FX3 lets me play all my faves in new ways! You have created a game that is truly a worthy SEQUEL. Great enhancements and great new tables coming.

Zen, I was skeptical. I figured FX3 was just an "upgrade" with better graphics. Turns out I was wrong. FX3 lets me play all my faves in new ways! You have created a game that is truly a worthy SEQUEL. Great enhancements and great new tables coming.

Changes do improve play

I am an "average" player. I will never be as good as VIPER. Therefore, I must say his/her criticisms of the changes may seem right to him/her, but for me, the fixes are exactly what was needed. That vertical playfield in Paranormal for example, was sooo difficult, that it was just luck if you cleared it. As well with the others deep mentions. Thanks!

This latest PC/Steam patch seems to have removed the playfield glow/bloom and has massively improved overall frame rates.
(Arguably it looks better without the effect too). Guess it will be pushed to consoles as soon as the patch passes MS/Sony's approval process.

It may also improve stability. On PC I noticed the game regularly crashed when v-sync was enabled, possibly because the frame rate tanked (menu > table).

So far I've only really played Spider Man. What I noticed is that the J Johan Jameson loop is easier to hit
This is a bit of a mixed bag. I found it annoying to hit in the previous versions; but now I end up hitting it more than MJ's shot. However, the rooftop is usually the more desirable target (especially when I want to start Clone Chaos - definitely not a fan of that change!)

One general request that I have: with the bumpers being more "sticky", can there be more instances where the timer pauses when bouncing around?

So far I've only really played Spider Man. What I noticed is that the J Johan Jameson loop is easier to hit
This is a bit of a mixed bag. I found it annoying to hit in the previous versions; but now I end up hitting it more than MJ's shot. However, the rooftop is usually the more desirable target (especially when I want to start Clone Chaos - definitely not a fan of that change!)

One general request that I have: with the bumpers being more "sticky", can there be more instances where the timer pauses when bouncing around?

I rarely miss that shot, it's about letting it roll to turn hitting the ball with the tip end of the flipper rather than center. Once you nail that shot it's actually a particularly easy shot this you can freely get both shots based on what your after with ease. I'm happy for the change though I never found it too bad previously - the Excalibur Merlin shot on the other hand... (Awesome tweak there Zen, my fave table got a lot less frustrating)

X-Men : When auto launched (after a ball save, start of multiball, etc) instead of travelling to the left inlane, the ball now arcs to the upper left flipper.
Makes a for an easier run at the Storm cross ramp, but takes away the lined up shot up the Iceman ramp for Magnetic Frenzy.

EDIT: it appears that the above only seems to happen during the Challenge modes. When I played a few regular games today, some launches did go to the left inlane while some others hit the outlane/inlane divider.

The Nightcrawler orbit seems easier to hit, IMO.

As an aside, I've hated the juiced up slingshots since I first saw them on the Return of the Jedi table. I've - to my surprise - tolerated them on most of the tables, but they really stink on this one, to the point where the table is almost ruined for me.

Sorcerer's Lair / Earth Defense / Excalibur:
These otherwise great tables also suffer greatly from obstruction syndrome. Objects like tree/spinner/saucer/building/catapult are poorly placed in the ball's pathway leading to a flipper arm. Camera doesn't help. So I guess we gotta 'guess' where the ball is and how fast it's travelling? As timing is crucial in pinball, being forced into blind shots is utterly unacceptable... totally unfun. ED is the worst offender here, to the point it's completely ruined. I get that these old tables' layouts will not be rearranged anymore, but how about tranlucent or semi-translucent objects, or maybe ball silhouettos, as seen on newer tables?

Adventure Land / The Walking Dead:
Another visual issue.
AL's Ikarus flame ball is barely visible, similar to the scout ahead mode in TWD. While this is intentional in WD, I'd happily accept the added difficulty, but in AL it seems a bit out-of-place and non-thematical. A simple palette change from red to any other color would certainly be well appreciated.

Mars:
1) The kickbacks are terrible! They take pride kicking the ball out again. One has to manually nudge to dissuade them! However, resorting to nudging somehow defeats the purpose of a kickback in the first place. On top of it, our lovely but lazy space spider takes ages to act. And since almost all Mars missions are under pretty hard time constraints, it begs the question if the player would actually not be better off without any kickback at all and instead taking the death-save chance. Even considering this in all seriousness just shows how shockingly bad they truly are...
2) When flipping the upper right arm in order to travel up the pyramid ramp, after a perfectly aimed or any other clean mini-orbit shot, there doesn't seem to be a single frame at which to hit the ball. It will never get there no matter what. Missions involving this ramp even indicate and suggest this faulty route, whereas you're certainly better off taking the big orbit or some botched shot.

3) During Zero Gravity multiball, while gravity is disabled, a 'dead' (located in drain zone) ball is considered 'on table' and will not be replaced when gravity sets back in again. While being fun watching some weightless floating, a rather awesome effect, it stops being fun when you helplessly 'spectate' your ball draining. Insult to injury, when you're foolish enough to complete this mode with a dead ball around, your ball/game will be completely lost.
4) The Pyramid is simply the most ridiculous mode there is, period. We are supposed to first light, then hit six (!) indirect targets, which unlight eventually, while desperately juggling the balls, because it takes so long that ball-saves and kickbacks are used up soon. Can we really blame them for wanting to escape this horrible scenario? Granted, it will take many many attempts to accomplish. But then we're not done yet. We still must now lock the remaining shots, in the, guess what, most difficult ramp on this table. Should we, at any point in this mode, fall back to the required ball amount, we must start all over again, unnerved and annoyed to the core! What? Seriously? Have the devs actually tried this mode themselves, without their tools? And do we really need this kind of hardcore difficulty, driving even the most dedicated pinball wizard crazy, on an alleged beginner-friendly, forgiving table like Mars? And put a full stop to any hopes for wizard mode? I'd suggest balancing this mode if possible to either 'failed but done' (no must-complete, as seen on other easy tables) or at least allow restarting subsequent attempts with the progress made so far carrying over.
On a positive note, this mode is good for riskfree scoring (score, fail on purpose, restart), but that's not exactly what it's meant to be. That should be the wizard mode's job; the very mode denied by the unsolvable pyramid!

El Dorado:
This venerable old table could still be very much enjoyable if it wasn't for the fickle statue which doesn't want to eat what's being fed! Such whimsical behavior we'd expect from a toddler or a physical machine but we know a program works different. Mouth hit, ball locked. Simple. Nothing in between. We don't appreciate and won't tolerate a 'coin flip' deciding if the ball's taken or not. And no, lack of precision is not the issue here either. The old dusty statue *figuratively* screams for a long overdue patch lest its table will not become some forgotten relic as well.

Castlestorm:
Maybe it's just me but the castle mini table seems off balance, almost unfair. While not being half as difficult as Excalibur's, and can be effortlessly destroyed sometimes, especially with a storm ball, there is something irritatingly fishy about it: We can never storm the castle in a reliable way! Its sides are safer but players must shoot the middle, provoking ball loss, due to insane drop-target respawning. As it's basically only the wall that counts. The vikings are doing an incredible job defending their keep, but for the detriment of the players enjoyment. Maybe the first hundred castles it was fun shooting them, but eventually you want a more serious approach, and try out this or that strategy, hoping for consistency, until you finally conclude there's none. Noobish chaotic flip-spamming works best, sadly, with mixed results. If only the soldiers would take a measly single second longer to reappear. So here I'm asking, what's the point of Castlestorm when a successful castle storm is a matter of luck instead of skill? And a rather poor chance, to be true, so the 'fun' core element becomes a redundant waste of time and not worth flipping at all?

Might of the First Order:
First of all, I will not complain about what everyone is expecting here: The drain-happy right outlane and its ravenous wide maw. As hungry as a table is, that's how it 'stands'. It's the designer's choice to be so and I'm fine with that. There are workarounds and nobody wants to play forever anyway. However, it's the very 'standing' that's so deeply disturbing: The table is simply way too steep. But the balls just being faster is only the minor issue: Much worse, it's that constant shouting "Hit it harder!" each time the table is blaming, rightfully 'mocking' us for its own insufficiencies and misconstruction that's utterly outrageous, as if we didn't hit the ramp perfectly and need to be reminded and then punished with a missed shot and a dangerously fast ball rolling back towards our middle drain... If it was a physical table, i'd happily carry out its commands! Or put two books under its front legs to save me some nerves. With a table like this around, voices who demand more options regarding tables will become louder. Although I don't think that's needed in general, I can't help to agree that this is exactly what this table needs to be playable. Because right now, it's not.

El Dorado:
This venerable old table could still be very much enjoyable if it wasn't for the fickle statue which doesn't want to eat what's being fed! Such behavior we'd accept from a toddler or a physical machine but a program works different. We hit the mouth, ball is locked. Simple. Nothing in between. We neither appreciate or tolerate a coin flip if the ball's taken or not. And no, lack of precision is not the issue here: This old dusty statue figuratively screams for a long overdue patch lest its table will not become some forgotten relic as well.

Castlestorm:
Maybe it's just me but the castle mini table seems off balance, almost unfair. While not being half as difficult as Excalibur's, and can be effortlessly destroyed sometimes, especially with a storm ball, there is something irritatingly fishy about it: We can never storm the castle in a reliable way! Its sides are safer but players must shoot the middle, provoking ball loss, due to insane drop-target respawning. As it's basically only the wall that counts. The vikings are doing an incredible job defending their keep, but for the detriment of the players enjoyment. The first hundred castles we took fun shooting them, but eventually you want a more serious approach, and try out this or that strategy, until you finally conclude there's none. Noobish chaotic flip-spamming works best, sadly, with mixed results. If only the soldiers would take a measly single second longer to reappear. So here I'm asking, what's the point of Castlestorm when a successful castle storm is a matter of luck instead of skill? And a rather poor chance, to be true, so the 'fun' core element becomes a redundant waste of time and not worth flipping at all?

As a fan of the classics, I LMBO at this post. It be so true that Excalibur is pure awesome until you start talking about that ridiculous mini table LOL. AND... I went back and played Eldorado, another fave, on Zen 2 on Wii U. That doggone statue IS easier to hit on there

While talking about improving older tables, two minor flaws in Sorcerer's Lair strike me as 'just not right' and they could be easily fixed: For one, the invincible cellar spiders. The green lane lights indicate they're ready being shot, and they're taking their sweet time. Appearance and vulnerability should be simultaneous. The second issue are the ghosts. These 'bastards' respawn even during the mission's very last seconds and that's not fair.
Sure, am kinda nitpicking here, yet still SL being the only free table it should be flawless, as it's the most popular by far and also advertises the other ones, right?